Thanks, so now it is doing something... the new researches (basic character logistic/trash slots) are available at the top (20 red science) as expected, but the logistic/construction robots and logistic systems are not unlocked, and recipes are reset to pre-robot world. omniscience adds a new science pack and modifies a bunch of researches (dynamically it seems, not using data:extend in technologies.lua) to require it. It also scales the research cost of everything based on its position in the tree, early stuff is cheap and mid to late is very expensive.
Heres a screenshot (ps the 30k science is correct, omniscience is brutal...)
https://imgur.com/a/esziBfP
I've poked around and experimented a bit to see if I could work around what it's doing, and here's my results...
- adding dependencies in robot world to any/all of the omni whatevers doesn't seem to work well, it somehow overwrites anyway
- removing the dependency you added, and instead adding a dependency to this mod in omniscience doesn't work
- renaming data-final-fixes.lua to either data.lua or data-updates.lua (in various combinations changing your mod and the other too) didn't work (but did break omniscience when testing, it uses data.lua and final-fixes too)
- unzipping your mod, then renaming the zip to .zip.disabled and renaming the folder to aa_robotworld_1.3.6 and adjusting the mod name in info.json does work, sortof. In addition to the new researches added, it also modifies the recipe cost to simpler items (green chips instead of reds, as expected) for all the bots, roboport, and chests .. yay) but it doesn't unlock them. Using the console to manually unlock did work then and I've got it working...
I don't know enough about factorio mod creation to know why the alphabetical mod load order would work (mostly), when dependencies don't, but there you have it.